Approved Massivemagic Tutorial: Be A Magician!

Since the purpose of the accumulator seems to be as a charge-up timer for spells, are there plans to increase the rate at which the mana pool transfers to it or the decay rate? Because currently there is nothing stopping you from being at full charge all the time.

How will we learn of other crafting recipes? Will they be made easily available on the website or will you have to complete quests to acquire them?

Would a pure magic build be a viable option in combat or would it blend into a supportive role with the rest of the loadout or would put you in a supportive role among your allies?

Any teleportation spells?

Is there a way to easily discern the craftable lore items from the quest/voting ones? Like are they a different color something or do you just have to know which ones are craftable?

What is the purpose of teaching words if they are available through signs and quests? Are there words that will be only released to a select group or only be available for a limited period of time?

Sorry for so many questions, i'm just very interested in this plugin.

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Cap + an increase in decay accumulator. We'll see.

More than likely mob drops. As far common recipes I plan on using a forum full of recipes much like the minecraft wiki.

It will be viable but max armor will end up being iron so mages will require protection. Support and offense are an option consistently while non mage builds will only be viable for quick bursts.

Teleportation spells if implemented will only be available to mobs.

They will be the same color. But instead they will have "lore" on the bottom saying things like +2 mana regen per sec.

We are trying to give people time to experiment and test. Due to the sheer size of the plugin, it is for the best to do it little by little. But yes, there will be some words available only during certain periods of time. However they will be teachable.

^ An update on my last question, I was able to figure a bit of it out.

I'd like to know, however, if there are any planned methods of increasing our Academic caps? With a cap of 10, one can only teach 10 points of knowledge at a time, with a suuuuper slow regen rate. I would hope that there will be items that can boost this, for self-proclaimed instructors of the mystical arts?

^ An update on my last question, I was able to figure a bit of it out.

I'd like to know, however, if there are any planned methods of increasing our Academic caps? With a cap of 10, one can only teach 10 points of knowledge at a time, with a suuuuper slow regen rate. I would hope that there will be items that can boost this, for self-proclaimed instructors of the mystical arts?

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I'm not sure. We kind of want people to go out there and find the words or do quests. Besides many words at the end of the questlines will be unteachable.

Alright. That's what I wanted to know. I was hoping casting of spells wasn't going to be limited to people wearing iron armor, because that was going to be a real bummer if so.

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I think it'll just take getting used to, it's a fair trade-off between armor/magic that's found in pretty much all RPG's. Would gold have a bit higher armor rating than iron? Perhaps that could be the cap.

I think it'll just take getting used to, it's a fair trade-off between armor/magic that's found in pretty much all RPG's. Would gold have a bit higher armor rating than iron? Perhaps that could be the cap.

How do you learn additional words besides the ones located on signs at the place you described?

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the signs are the only way as of now. Though you can also ask another player to teach you the words instead of finding them. MassiveMagic allows players to do that at the cost of the knowledge skill, which replenishes every 24 hours.

the signs are the only way as of now. Though you can also ask another player to teach you the words instead of finding them. MassiveMagic allows players to do that at the cost of the knowledge skill, which replenishes every 24 hours.